[0.13]|[0.12.30] Tankwerkz Ltd

Topics and discussion about specific mods
vlczero
Inserter
Inserter
Posts: 47
Joined: Sun Oct 05, 2014 1:51 pm
Contact:

Re: [0.12.26] Tankwerkz Unlimited v0.3.0

Post by vlczero »

TheFoxkidd wrote:When I put the Tankwerks zip into the mods folder and run the game i get the error "Error while loading item prototype "hyrdra-rocket-launcher" (gun): No such node (type)

How do i go about fixing this because i need this mod
What version of Factorio are you using and are you using other mods?

User avatar
IgorLutiy
Burner Inserter
Burner Inserter
Posts: 11
Joined: Wed Jun 22, 2016 3:30 pm
Contact:

Re: [0.12.30] Tankwerkz Unlimited v0.3.0

Post by IgorLutiy »

Update for game version 0.13.x and added russian locale
tankwerkz_0.3.1.zip
(297.37 KiB) Downloaded 243 times
Мир друзьям - смерть врагам!

vlczero
Inserter
Inserter
Posts: 47
Joined: Sun Oct 05, 2014 1:51 pm
Contact:

Re: [0.12.30] Tankwerkz Unlimited v0.3.0

Post by vlczero »

IgorLutiy wrote:Update for game version 0.13.x and added russian locale
tankwerkz_0.3.1.zip
Thx. I was going to do the update myself but i am currently waiting for a response from the original mod author with a request to take over the mod, because of the license requirment for mods and this mod was made before that. So technically it is not legal to make unofficial updates.

thegreyman
Inserter
Inserter
Posts: 23
Joined: Tue Jul 15, 2014 1:08 pm
Contact:

Re: [0.13] Tankwerkz Unlimited v0.3.1

Post by thegreyman »

Full approval from me for vlczero to update/change this mod! Happy tanking!

User avatar
Kayanor
Global Moderator
Global Moderator
Posts: 565
Joined: Sat May 10, 2014 7:20 am
Contact:

Re: [0.13]|[0.12.30] Tankwerkz Unlimited v0.3.2

Post by Kayanor »

Moved from Unofficial Updated Mods / Unofficial Patches on OP's request.
Former moderator

User avatar
IgorLutiy
Burner Inserter
Burner Inserter
Posts: 11
Joined: Wed Jun 22, 2016 3:30 pm
Contact:

Re: [0.13]|[0.12.30] Tankwerkz Unlimited v0.4.0

Post by IgorLutiy »

Update russian locale for mod version 0.4.0
base.cfg
(1.49 KiB) Downloaded 253 times
Мир друзьям - смерть врагам!

vedrit
Filter Inserter
Filter Inserter
Posts: 293
Joined: Sun Aug 03, 2014 2:25 am
Contact:

Re: [0.13]|[0.12.30] Tankwerkz Unlimited v0.4.0

Post by vedrit »

Will you add in a research to increase tank shell damage?

vlczero
Inserter
Inserter
Posts: 47
Joined: Sun Oct 05, 2014 1:51 pm
Contact:

Re: [0.13]|[0.12.30] Tankwerkz Unlimited v0.4.0

Post by vlczero »

vedrit wrote:Will you add in a research to increase tank shell damage?
That could be a good addition. I will look into it tomorrow ;)

vlczero
Inserter
Inserter
Posts: 47
Joined: Sun Oct 05, 2014 1:51 pm
Contact:

Re: [0.13]|[0.12.30] Tankwerkz Unlimited

Post by vlczero »

Version 0.5.0
- Added Cannon shell damage research
- Added a custom sound for the heavy machine gun
- Changed turret mount on flame tank to use the builtin Factorio flamethrower turret
- Tweaked values of all tanks and added missing values
- Fixed flame tank pickup to inventory

stoa
Burner Inserter
Burner Inserter
Posts: 16
Joined: Mon Jul 20, 2015 7:46 pm
Contact:

Re: [0.13]|[0.12.30] Tankwerkz Ltd

Post by stoa »

just a quick addition to the damage research and all the stuff^^

thing is, you added a research, however, you didnt add an ammo type to any of your weapons, so its not gonna matter, the research isnt going to do anything besides making the vanilla cannon shells stronger.

just wanted to point that out, since the mod in general is really good, but without the research its not gonna matter later in the game.

i edited in my game. hell, the flame tank is a beast this way!


*edit: i'm retarded :^)

forget about the ammo type.
however, the category was kinda... off on some weapons. the flamethrower, the hydra rockets and the heavy mg.
they all had names with no research bound to them there.

vlczero
Inserter
Inserter
Posts: 47
Joined: Sun Oct 05, 2014 1:51 pm
Contact:

Re: [0.13]|[0.12.30] Tankwerkz Ltd

Post by vlczero »

stoa wrote:just a quick addition to the damage research and all the stuff^^

thing is, you added a research, however, you didnt add an ammo type to any of your weapons, so its not gonna matter, the research isnt going to do anything besides making the vanilla cannon shells stronger.

just wanted to point that out, since the mod in general is really good, but without the research its not gonna matter later in the game.

i edited in my game. hell, the flame tank is a beast this way!


*edit: i'm retarded :^)

forget about the ammo type.
however, the category was kinda... off on some weapons. the flamethrower, the hydra rockets and the heavy mg.
they all had names with no research bound to them there.
Haha, yea the tank flamethrower ammo, hydra rockets and heavy mg ammo are different types to make sure that they cannot be used in handheld weapons (immersion). I am testing extra effects on for example bullet damage so the heavy mg will benefit from that research, but i think it will make it to OP (have to do more testing). This is the same for the hydra rocket and tank flamethrower ammo.

stoa
Burner Inserter
Burner Inserter
Posts: 16
Joined: Mon Jul 20, 2015 7:46 pm
Contact:

Re: [0.13]|[0.12.30] Tankwerkz Ltd

Post by stoa »

but right now, they are pretty much useless compared to the handheld weapons.

i mean, you can use the tank flamethrower for example, and have ok damage early, which goes to rather useless later, or use the handheld version which gets way more powerful. thats not too immersive.

gotta say tho, i'm playing with the evolution mods, so biters are stronger generally.
the point still stands tho. there is no reason to use weapons that dont get stronger with research, because there are just better counterparts

vlczero
Inserter
Inserter
Posts: 47
Joined: Sun Oct 05, 2014 1:51 pm
Contact:

Re: [0.13]|[0.12.30] Tankwerkz Ltd

Post by vlczero »

stoa wrote:but right now, they are pretty much useless compared to the handheld weapons.

i mean, you can use the tank flamethrower for example, and have ok damage early, which goes to rather useless later, or use the handheld version which gets way more powerful. thats not too immersive.

gotta say tho, i'm playing with the evolution mods, so biters are stronger generally.
the point still stands tho. there is no reason to use weapons that dont get stronger with research, because there are just better counterparts
I retested the weapons in my own game and they could indeed use a bit of a buff. I am working on a new version that makes sure the heavy machine-gun, hydra rockets and tank flamethrower benefit from vanilla Factorio research. However i can't get the mod migration file to work properly to update existing saves so i am not releasing it just yet.

For some reason the following does not work

Code: Select all

game.reload_script()

for index, force in pairs(game.forces) do
  force.reset_recipes()
  force.reset_technologies()
end
The damage on the ammo just stays the same with no bonus damage from research :(

vlczero
Inserter
Inserter
Posts: 47
Joined: Sun Oct 05, 2014 1:51 pm
Contact:

Re: [0.13]|[0.12.30] Tankwerkz Ltd

Post by vlczero »

Version 0.6.0
- The heavy machine-gun, hydra rockets and tank flamethrower now benefit from vanilla Factorio research. This works with exsisting saves!
- Changed turret mount on Perseus tank to use the builtin Factorio car turret
- Fixed cannon projectiles

User avatar
steinio
Smart Inserter
Smart Inserter
Posts: 2638
Joined: Sat Mar 12, 2016 4:19 pm
Contact:

Re: [0.13]|[0.12.30] Tankwerkz Ltd

Post by steinio »

Hello,

under 0.14 i get this error:
Tankwerkz.png
Tankwerkz.png (9.59 KiB) Viewed 7086 times
It seems there is a double with Tanks for Bobs.

Greetings steinio
Image

Transport Belt Repair Man

View unread Posts

vlczero
Inserter
Inserter
Posts: 47
Joined: Sun Oct 05, 2014 1:51 pm
Contact:

Re: [0.13]|[0.12.30] Tankwerkz Ltd

Post by vlczero »

steinio wrote:Hello,

under 0.14 i get this error:
Tankwerkz.png
It seems there is a double with Tanks for Bobs.

Greetings steinio
Hi, thank you for reminding me. I am currently working on a new version where everything in the tankwerkz mod is prefixed so errors like that won't happen anymore. This version needs some testing because of migrations for old saves. I will test this tomorrow 21 sep and if all works well i will update the mod.

User avatar
steinio
Smart Inserter
Smart Inserter
Posts: 2638
Joined: Sat Mar 12, 2016 4:19 pm
Contact:

Re: [0.13]|[0.12.30] Tankwerkz Ltd

Post by steinio »

Thank you
Image

Transport Belt Repair Man

View unread Posts

vlczero
Inserter
Inserter
Posts: 47
Joined: Sun Oct 05, 2014 1:51 pm
Contact:

Re: [0.13]|[0.12.30] Tankwerkz Ltd

Post by vlczero »

I have updated the mod on the mod portal.

Version 2.0.0
- Prefixed every item, entity and technology to solve mod conflicts that happen when another mod adds a similar item, entity or technology with the same name.

etcetera
Burner Inserter
Burner Inserter
Posts: 9
Joined: Fri Oct 16, 2015 5:27 pm
Contact:

Re: [0.13]|[0.12.30] Tankwerkz Ltd

Post by etcetera »

Error while applying migration: Tankwerkz Ltd: tankwerkz_0.6.0.lua

Cannot execute command. Error: Unknown category name: heavy-mg
stack traceback:
[string "for index, force in pairs(game.forces) do..."]:15: in main chunk
Works on a new game, but not on a save with the mod never installed.

vlczero
Inserter
Inserter
Posts: 47
Joined: Sun Oct 05, 2014 1:51 pm
Contact:

Re: [0.13]|[0.12.30] Tankwerkz Ltd

Post by vlczero »

etcetera wrote:
Error while applying migration: Tankwerkz Ltd: tankwerkz_0.6.0.lua

Cannot execute command. Error: Unknown category name: heavy-mg
stack traceback:
[string "for index, force in pairs(game.forces) do..."]:15: in main chunk
Works on a new game, but not on a save with the mod never installed.
Oh i forgot to test that. I just uploaded a new version (2.0.1) that does not include that migration file because it is not needed anymore. Could you test this version for me?

EDIT: just did a test and it should work now

Post Reply

Return to “Mods”